public BlockInfo[,] RandObstacleBlockInfoByChunk(ChunkInfoObstacle obstacleChunk) { var obstacleName = RandObstacle().Type; var subBlockMap = TemplateChunkCharToBlockInfoTransformer.Transform(TemplateDictionary.Dic[obstacleName].Chunkchar); return(subBlockMap); }
private static void ConnectCross() { var obstacleBuildTimeTotal = LevelDescription.ObstacleRate * 10; for (int buildTime = 0; buildTime <= obstacleBuildTimeTotal; buildTime++) { // 一种简易的填充方式,遍历所有相邻四点,若均为道路或空则随机生成障碍,合法的新障碍不能分割连接性 for (int i = Constant.OverBorderChunkSize; i < LevelDescription.MaxChunkX - Constant.OverBorderChunkSize; i++) { for (int j = Constant.OverBorderChunkSize; j < LevelDescription.MaxChunkY - Constant.OverBorderChunkSize; j++) { // 检查是否为空旷四区块 var isOpenSpace = true; for (int deltaI = 0; deltaI < 2; deltaI++) { for (int deltaJ = 0; deltaJ < 2; deltaJ++) { var chunkType = ChunkMap[i + deltaI, j + deltaJ].ChunkType; if (chunkType == "Room" || chunkType == "Obstacle" || chunkType == "OverNone") { isOpenSpace = false; } } } if (isOpenSpace) { // 随机选择一个区块 var delta = RNG.RandInt(0, 3); var deltaI = delta / 2; var deltaJ = delta % 2; // 检测新障碍是否合法,只要毗邻的8格子之存在一个连接体 var PosOffsetOfPoint = new Tuple <int, int> [9]; PosOffsetOfPoint[0] = new Tuple <int, int>(-1, -1); PosOffsetOfPoint[1] = new Tuple <int, int>(-1, 0); PosOffsetOfPoint[2] = new Tuple <int, int>(-1, 1); PosOffsetOfPoint[3] = new Tuple <int, int>(0, 1); PosOffsetOfPoint[4] = new Tuple <int, int>(1, 1); PosOffsetOfPoint[5] = new Tuple <int, int>(1, 0); PosOffsetOfPoint[6] = new Tuple <int, int>(1, -1); PosOffsetOfPoint[7] = new Tuple <int, int>(0, -1); PosOffsetOfPoint[8] = new Tuple <int, int>(-1, -1); var crossToObstacleCount = 0; for (int p = 0; p < 8; p++) { var nowX = i + deltaI + PosOffsetOfPoint[p].Item1; var nowY = j + deltaJ + PosOffsetOfPoint[p].Item2; var nowChunk = ChunkMap[nowX, nowY]; var nowChunkType = nowChunk.ChunkType; var nextX = i + deltaI + PosOffsetOfPoint[p + 1].Item1; var nextY = j + deltaJ + PosOffsetOfPoint[p + 1].Item2; var nextChunkType = ChunkMap[nextX, nextY].ChunkType; if ((nowChunkType == "None" || nowChunkType == "Cross") && (nextChunkType == "Obstacle" || nextChunkType == "Room" || nextChunkType == "OverNone")) { crossToObstacleCount++; } // 禁止在门附近生成障碍 if ((nowChunkType == "Room" && (nowChunk as ChunkInfoRoom).Dir != 0)) { crossToObstacleCount += 10; } } if (crossToObstacleCount < 2) { ChunkMap[i + deltaI, j + deltaJ] = new ChunkInfoObstacle(i + deltaI, j + deltaJ); } } } } } // 将剩余空白用道路填充 for (int i = Constant.OverBorderChunkSize; i < LevelDescription.MaxChunkX - Constant.OverBorderChunkSize; i++) { for (int j = Constant.OverBorderChunkSize; j < LevelDescription.MaxChunkY - Constant.OverBorderChunkSize; j++) { if (ChunkMap[i, j].ChunkType == "None") { ChunkMap[i, j] = new ChunkInfoCross(i, j); } } } }